E-Learning and Information Communications Technologies (ICT) in Saudi Arabia

Author(s):  
Hadeel Alharbi ◽  
Kamaljeet Sandhu

This chapter argues that increasing the rate of e-learning technological adoption will provide educational affordances related to access to courses and better course delivery for Saudi citizens. Specifically, issues related to gender-related staffing issues and access to education courses. This is primarily because the e-learning technology has the capacity to adapt to dominant features in Saudi society and culture, as well as its potential to be efficiently applied in Saudi higher education settings. However, despite the widespread adoption of information communication technology (ICT) in society, Saudi Arabians have yet to fully experience the transformative effects of this medium, particularly in relation to e-learning. This is evidenced in a lack of deep understanding on how best to implement e-learning and distance learning applications.

2019 ◽  
Vol 17 (3) ◽  
pp. 1-24 ◽  
Author(s):  
Ahmed Alshehri ◽  
M J Rutter ◽  
Sally Smith

The rapid growth of e-learning around the globe is inspiring various academic institutions to adopt it. Uptake is motivated by convincing benefits such as flexibility, accessibility and the management of course delivery. In fact, academic institutions place great emphasis on e-learning and are investing significantly in information technology infrastructures. However, in spite of this effort and investment, it seems that instructors and students do not always fully benefit from the learning technology and more often learning management systems (LMSs) remain underutilized. Thus, this study adopts the Unified Theory of Acceptance and Use of Technology (UTAUT) to study how people accept and use the Blackboard system. The data were analysed using Structural Equation Modelling (SEM) techniques to test the hypothesized research model. The empirical results found that technical support is fundamental in determining the acceptance and use of e-learning systems. The findings of the study may help to provide insights into a better approach to promote e-learning acceptance.


Author(s):  
Dawn Birch ◽  
Bruce Burnett

Tertiary education is increasingly a contested space where advances in Information Communications Technologies and their application to technology-mediated e-learning environments have forced university administrators and educators to dislocate themselves from traditional correspondence modes of student engagement. Compounding this paradigmatic shift within the traditional sphere of distance education pedagogy are multiple and conflicting pressures on academics to develop flexible, engaging, cost-effective and sustainable interactive learning resources that incorporate both multimedia and hypermedia. This chapter reports on a study that examined factors that influence educators’ decision to adopt and integrate educational technology and convert traditional print-based distance education materials into interactive multimodal e-learning formats. Although the broader study was conducted in a single Australian university and investigated pedagogical, institutional and individual factors, this chapter restricts its focus to solely the pedagogical motivations and concerns of educators. It is argued that findings from the study have significance at the institutional level, particularly in terms of developing an underlying pedagogical rationale that can permeate the e-learning culture throughout the university, while at the same time, providing a roadmap for educators who are yet to fully engage with the e-learning format.


2020 ◽  
Vol 1 (1) ◽  
pp. 20-27
Author(s):  
E. V. Karmanova ◽  
V. A. Shelemetyeva

The article is devoted to the implementation of gamification methods in the educational process. The characteristic features of light and hard gamification are presented. The appropriateness of using gamification when applying e-learning technology is considered. Classification of courses based on hard gamification taking into account the technological features of development is proposed: courses-presentations, courses — computer games, VR/AR courses. The article also illustrates the use of various game elements of easy gamification using the example of the module “Level up! — Gamification” of the Moodle LMS. The capabilities of this module can be used in an electronic course by any teacher who has the skills of working with the Moodle.The authors present the analysis of the development of a training course in sales techniques using hard and light gamification technologies, where the course development was assessed for its complexity, manufacturability, and resource requirements. The results of the analysis showed that the development of courses using hard gamification requires much more financial and time-consuming than the development of courses using light gamification.The article evaluates the results of the educational intensiveness intense “Island 10–22”, held in July 2019 in Skolkovo, in which 100 university teams, teams of research and educational centers, teams of schoolchildren — winners of competitions, olympiads, hackathons (“Young Talents”) participated. The results of the intense confirmed the effectiveness of the use of light gamification methods in adult training. Thus, the conclusions presented in the article reveal a number of advantages that light gamification has in comparison with hard gamification.


2018 ◽  
Vol 8 (2) ◽  
pp. 60
Author(s):  
Yuhendri L.V

The development of information technology has spawned the innovation of learning technology, one of which is the application of E-learning that develops along the paradigm of learning changes. Implementation of E-learning in addition to providing benefits are also still faced with various problems that become challenges in the application of E-learning resulting in a variety of perceptions that develop in society. This article aims to describe the opportunities, challenges, and implementation of E-learning in Indonesia. This paper is a literature review by using relevant sources related to theoretical and empirical reviews of E-learning challenges, opportunities, and implementation. Sources of theoretical reviews use books, other documents on E-learning, while for empirical reviews using research results published in scientific journals.


Author(s):  
Nik Alif Amri Nik Hashim ◽  
Roslizawati Che Aziz ◽  
Shah Iskandar FahmieRamlee ◽  
Siti Afiqah Zainuddin ◽  
Eni Noreni Mohamed Zain ◽  
...  

2016 ◽  
Vol 9 (5) ◽  
pp. 206 ◽  
Author(s):  
Elham Mohammadi Foomani ◽  
Mohsen Hedayati

<p>Recent developments in information communication technology (ICT) have resulted in a paradigm shift in e-Learning and there is a growing interest in developing design-based research (DBR) focusing on learners and their involvement in knowledge sharing in a contextualized mode. The present study reports a mobile-assisted language learning (MALL) design with a focus on contextualized student-created content having a seamless learning approach. The students in this study (N= 24) used their mobile devices to take photos and create artifacts to represent English idioms and share them on Padlets with their peers for further discussion and feedback. In the first four weeks of the study, students were taught English idioms and in the following next two weeks they created and shared their own artifacts to represent the learnt idioms. The post-study reflections and results of the interviews and obtained from students and the teacher at the end of study revealed that they favor and support greater learner autonomy achieved by learner-generated context (LGC) which bridges the in-classroom and out-of-classroom learning. The article also highlights the necessity of reconceptualization of teachers and students’ perceptions of mobile use in language learning in Iran.</p>


2017 ◽  
Vol 10 (3) ◽  
pp. 26
Author(s):  
Hamonangan Tambunan ◽  
Amirhud Dalimunte ◽  
Marsangkap Silitonga

The scenario based e-learning in Electrical Engineering Education Learning (EEEL) was developed by covering the scope and characteristics of all subjects and the competence unit of graduates in the field of pedagogy, professional, social and personality, with url addresed http://jpte-ft-unimed.edu20.org. The scenario incorporates the concept of Problem Based Learning (PBL) and Contextual Teaching Learning (CTL), by supporting of Information Communication Technology (ICT) to establish the competence of the students, from beginners to become proficient, as the teachers of electrical engineering, and the electrical technicians. Based on the analysis, it obtained the students’ learning motivation, the lecturers’ attitude in teaching, and the students’ learning outcome are tend to be high, and the competence of the students who used the model are better than not use.


Author(s):  
Arif Wahyu Wirawan ◽  
Wahyudi Wahyudi

<p><em>The problem in the world of education at this time is the quality and quantity of education in the field of information and communication technology. The quality of education can be seen from the quality of education desired by the community and for the quality of education related to the equitable access to education without any gap. One way to overcome these problems is by optimizing the role of information and communication technology in the learning process by using e-learning. E-learning used is using online learning based on Schoology. In this application there are several features that can be used by the teacher in the learning process including uploading material, assignments, discussions and giving test questions using the online quiz system. In the use of E-Learning in the learning process can increase students' learning motivation and can create enjoyable learning so that students in participating in learning activities can be active and achieve maximum learning outcomes.</em></p>


Sign in / Sign up

Export Citation Format

Share Document